Post by The Dungeon Master on Jun 26, 2005 9:58:08 GMT -5
Classes (Core)
Artificer
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Psion
Ranger
Rogue
Sorcerer
Wizard
Concepts
The world has developed through the mastery of arcane magic instead of the advance of science.
Elemental creatures are bound and harnessed to facilitate transportation by airship and rail.
A working class of minor mages uses spells to provide energy and other necessities in towns and cities.
Advances in magic-item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs.
12 Nations now make up what was once the kingdom of Galifar (a composite of five nations). Only four of the original nations survive. Cyre was destroyed in the war and is now called the Mournland. The war is over but much of the anger and pain remains.
Dragonmarked Dynasties – These families are the barons of industry and commerce across Khorvaire and beyond. They derive their power through dragonmarks – unique, hereditary arcane sigils that manifest themselves on certain members of the families, granting them limited, but very useful, magical abilities associated with the trade guild the family controls. The thirteen dragonmarked houses constitute an aristocracy of commerce and industry across Khorvaire. The blood members of each family have wealth and social status that puts them firmly in the middle of the upper classes of Khorvarian society, however scions removed from the immediate bloodline of the nobles and their raltives rank in the middle class on their own.
Dragonshards – Ancient legends and creation myths describe Eberron as being created in three parts; the ring above, the subterranean realm below, and the land between. Each of these world sections is tied to a great dragon of legend – Siberys, Khyber and Eberron. Each section of the world produces stones and crystals imbued with arcane power – dragonshards. With dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items of all sorts can be crafted and shaped. These shards are rare and difficult to come by. In literal terms the Dragon above corresponds to the ring of dragonshards that encircles the world high above the equator. The Ring of Siberys can be seen in the southern sky, appearing as a luminescent band of golden specks that begins the winter equinox narrow and intense and becomes wider and more diffuse as the year progresses. It can be seen best at night but is visible during the day as well. Khyber, the Dragon Below, comprises the underdark of the world. Between the two the surface of Eberron stretches.
Moons – Eberron has 12 moons, which vary in the frequency at which they achieve their full stages.
Life in General – The new nations of Khorvaire, while technically at peace, continue to vue for political and economical supremacy. There is an undercurrent of despair and doubt, a fear that thefate of the Mournland may herald the doom of Khorvaire itself. Crime is on the increase in major cities. Many question moral standards. Murder and theft are far more common than they used to be.
Government – Feudal Monarchy. Society is made up of rural farmers, a middle class of laborers and shop owners in the larger towns and cities, and the mercantile barons that control the dragonmarked houses.
Rural life – Farmers dominate the countryside of most nations. Their status depends on the government of their nation. They live within a mile or so of a trading village, which is guarded in turn by a local lord and his keep or castle. When legal disputes arise it is the manor lord (or his appointed officer) who settles disagreements and issues rulings. Some farmers have magic to help them with their chores, possibly provided by their lord or purchased from a dragonmarked house.
City life – Some townsfolk and city-dwellers engage in craft or trade of some kind, though for every professional there are three or more common laborers in the city. Merchants and shop owners, smiths, leatherworkers and artisans live and work in the cities, many using magic to ply their craft (magewrights working for themselves or hired out to others.) The dragonmarked houses maintain pavilions and emporiums in many good-sized towns and cities. Mage wrights are more abundant in towns and cities, and even the least well-to-do city has everbright lanterns to light at least the major thoroughfares and exchanges. In a city law and order tries to prevail. A city watch patrols the streets, a local garrison protects the trade roads and caravan routes passing nearby. Courts and councilors decide disputes and determine guilt or innocence.
Economy – The classes are poor, middle class and wealthy. 60% of people in the Five Nations are poor common farmers, unskilled laborers and tradesfolk who have no more than 40-50 silver pieces ion hand at any given time, most with considerably less. 30% are in the middle class, including skilled laborers, prosperous traders and shop owners, skilled artisans, most nobility, low-level adventurers and some members of the dragonmarked families; they typically have a few hundred hold pieces or more on hand. 10% are wealthy, with access to a few thousand gold pieces at any given time. These are the merchant lords, barons of commerce, the dragonmarked patriarchs and matriarchs, the most popular and successful artisans, mid-to-high level adventurers and the ruling royalty.
Education – formal schooling is considered a right and necessary part of every child’s training (at least throughout the five nations). Rural manors maintain schools for the sons and daughters of the peasants and laborers. Private tutors provide education for the children of royal and economic nobility. Schools for all are in towns and cities. Colleges, universities and religious institutions proved higher education. Apprenticeships and on-the-job training exists.
News – disseminated through the Korranberg Chronicle, the Breland Ledger, the Sharn Inquisitive, the Aundarian Scroll, etc.
History
First human settlers arrived on Khorvaire some 3,000 years ago. The goblinoid nations were already in ruin.
894 YK – King Jarot, last King of Galifar died. The Last War began plunging the entire continent of Khorvaire into civil war.
994 YK – Cyre is destroyed.
996 YK, 11th day of Aryth – The Last War ended with the signing if the Treaty of Thronehold.
Locations
Aerenal (sub-continent) – To the southeast of Khorvaire, home of the elf kingdom.
Argonnessen (continent) – Beyond Aerenal, the continent of the dragons. Off limits to the “lesser races.”
Breland (country) – The industrial capital of Khorvaire and home to Sharn. The gateway to X’endrik.
Cyre (country) – Destoyed during the war in 994 YK, by unknown means. Now known as the Mournlands
Five Nations (countries) – The original five countries that made up the Kingdom of Galifar. These were Aundair, Breland, Cyre, Karrnath and Thrane.
Frostfell (continent) – Frozen continent to the north.
Khorvaire (continent) – The main continent (from a humanoid point of view) of Eberron.
Mournlands (area) – See Cyre.
Sarlona (continent) – Khorvaire’s neighbor to the east and west.
Sharn (Metropolis) – City of Towers. Population 200,000. The largest settlement on the continent and one of the major ports along its southern coast. Many different cultures, including goblinoid, orcish and those of other intelligent monsters can be seen in Sharn. The towers of Sharn rise thousands of feet into the sky. A riot of architectural styles and esigns play through the city’s impressive skyline. Heavy, oppressive goblinoid architecture provides the base for much of the city. Atop this foundation can bee seen varying styles of human architecture. Sky coaches can be seen slowly moving from tower to tower. Almost every tower is also connected to others by multiple bridges between platforms and walkways at different levels. Lifts ride up and down and from side to side along magical strands of light. Magebred animals can be seen carrying peoples to and from in the city. The weather ranges from hut and muggy to hot and rainy, with only occasional periods of warm and dry.
Xen’drik (continent) – The mysterious continent to the south of Khorvaire.
Zilargo (country) – Known for its stores of knowledge, legend and lore and schools of learning, libraries and universities, Zilargo is also a significant trading power on the southern seas.
NPC’s
General PC Knowledge (automatic without a check – if a section is not listed you don’t know it)Players Handbook – all except as follows –
Feats - only for those feats your character possesses
Eberron Campaign Setting –
Introduction – all
Character Races – all
Character Classes – all
Heroic Characteristics – Action Points, Using Action Points sidebar, Skills, Feats (only for those feats your character possesses); Dragonmarks (only for the dragonmark your character possesses. If you do not have a dragonmark, you are aware that dragonmarks exist and of which house is associated with which guild); Religion (only for your religion)
Prestige Classes – only sections for your characters prestige class(es)
Magic - Magic in the World; Spells (only for those spells your character knows)
Adventuring Equipment – all
Life in the World – The World of Eberron, Life Across Khorvaire; The Korranberg Chronicle sidebar, Khorvaire, Surnames sidebar,
Prestige Classes (Core)
Acolyte of the Skin
Agent Savant
Animal Lord
Arcane Archer
Arcane Trickster
Archmage
Asassin
Battlesmith
Beastmaster
Blackflame Zealot
Blackguard
Blade Bravo
Bladesinger
Bloodhound
Bonded Summoner
Cannith Wand Adept
Cerebremancer
Church Inquisitor
Citadel Elite
Consecrated Harrier
Dark Hunter
Divine Crusader
Divine Oracle
Divine Prankster
Dragon Disciple
Dragonmark Heir
Dread Pirate
Drunken Master
Duellist
Dungeon Delver
Dwarven Defender
Effigy Master
Eldeen Ranger
Eldritch Knight
Elocator
Elemental Savant
Enlightened Fist
Entropomancer
Evangelist
Exemplar
Exorcist of the Silver Flame
Exotic Weapon Master
Extreme Explorer
Fatespinner
Fist of Zuoken
Frenxied Berserker
Geomancer
Geometer
Ghost-faced Killer
Halfling Outrider
Havoc Mage
Heir of Siberys
Hierophant
Holy Liberator
Horizon Walker
Initiate of the Sevenfold Veil
Invisible Blade
Iron Mind
Justiciar
Kensai
Knight Protector
Loremaster
Master Inquisitive
Master Thrower
Master Transmogrifist
Master of the Unseen Hand
Menacing Brute
Metamind
Mindbender
Mindspy
Mystic Theurge
Nightsong Enforcer
Nightsong Infiltrator
Occult Slayer
Outcast Champion
Psion Uncarnate
Rage Mage
Rainbow Servant
Reaping Mauler
Red Wizard
Runesmith
Sacred Fist
Scar Enforcer
Seeker of the Song
Shadowbane Inquisitor
Shadowbane Stalker
Shadowcraft Mage
Shadowdancer
Shadowmind
Sharn Skymage
Spellsword
Spymaster
Stonedeath Assassin
Stonelord
Stormlord
Street Fighter
Tactical Soldier
Tattooed Monk
Tempest
Thaumaturgist
Thief-Acrobat
Thrallherd
Ur-Priest
Urban Soul
Vigilante
Virtuoso
Void Disciple
War Chanter
War Hulk
War Mind
Warforged Juggernaut
Warpriest
Warshaper
Weretouched Master
Races (not allowed)
Dragons
Drow
Half-dragons
Sahaguin
Races (standard)
Changelings
Dwarves, Hill
Elves
Gnomes, Rock
Halflings, Lighfoot
Half-Elves
Half-Orcs
Humans
Kalashtar
Shifters
Warforged
Time
Days are 24 hours long, divided into day and night. Seven days make up a week, 4 weeks a month, and 12 months a year. The months correspond to the twelve moons of Eberron, and the prominent moon carries the name of the month in which its orbit brings it closest to the planet. The coomon calendar of Khorvaire is the Galifar Calendar, developed during the reign of Galifar the Dark, third ruler to sit upon the throne of Galifar. It counts from the founding of the kingdom to the present day. Years are termed YK (Year since the Kingdom was founded).
Days of the week – Sul, Mol, Zol, Wir, Zor, Far, Sar
Months of the Year – Zarantyr (mid-winter), Olarune (late winter), Therendor (early spring), Eyre (mid-spring), Dravago (late spring), Nymm (early summer), Lharvion (mid-summer), Barrakas (late summer), Rhaan (early autumn), Sypheros (mid-autumn), Aryth (late autumn), Vult (early winter)
Constellations – Aasterinian, Asyilabor, Bahamut, Chronepsis, Falazure, Garyx, Hlal, Io, Lendys, Tamara, Tiamat
Artificer
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Psion
Ranger
Rogue
Sorcerer
Wizard
Concepts
The world has developed through the mastery of arcane magic instead of the advance of science.
Elemental creatures are bound and harnessed to facilitate transportation by airship and rail.
A working class of minor mages uses spells to provide energy and other necessities in towns and cities.
Advances in magic-item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs.
12 Nations now make up what was once the kingdom of Galifar (a composite of five nations). Only four of the original nations survive. Cyre was destroyed in the war and is now called the Mournland. The war is over but much of the anger and pain remains.
Dragonmarked Dynasties – These families are the barons of industry and commerce across Khorvaire and beyond. They derive their power through dragonmarks – unique, hereditary arcane sigils that manifest themselves on certain members of the families, granting them limited, but very useful, magical abilities associated with the trade guild the family controls. The thirteen dragonmarked houses constitute an aristocracy of commerce and industry across Khorvaire. The blood members of each family have wealth and social status that puts them firmly in the middle of the upper classes of Khorvarian society, however scions removed from the immediate bloodline of the nobles and their raltives rank in the middle class on their own.
Dragonshards – Ancient legends and creation myths describe Eberron as being created in three parts; the ring above, the subterranean realm below, and the land between. Each of these world sections is tied to a great dragon of legend – Siberys, Khyber and Eberron. Each section of the world produces stones and crystals imbued with arcane power – dragonshards. With dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items of all sorts can be crafted and shaped. These shards are rare and difficult to come by. In literal terms the Dragon above corresponds to the ring of dragonshards that encircles the world high above the equator. The Ring of Siberys can be seen in the southern sky, appearing as a luminescent band of golden specks that begins the winter equinox narrow and intense and becomes wider and more diffuse as the year progresses. It can be seen best at night but is visible during the day as well. Khyber, the Dragon Below, comprises the underdark of the world. Between the two the surface of Eberron stretches.
Moons – Eberron has 12 moons, which vary in the frequency at which they achieve their full stages.
Life in General – The new nations of Khorvaire, while technically at peace, continue to vue for political and economical supremacy. There is an undercurrent of despair and doubt, a fear that thefate of the Mournland may herald the doom of Khorvaire itself. Crime is on the increase in major cities. Many question moral standards. Murder and theft are far more common than they used to be.
Government – Feudal Monarchy. Society is made up of rural farmers, a middle class of laborers and shop owners in the larger towns and cities, and the mercantile barons that control the dragonmarked houses.
Rural life – Farmers dominate the countryside of most nations. Their status depends on the government of their nation. They live within a mile or so of a trading village, which is guarded in turn by a local lord and his keep or castle. When legal disputes arise it is the manor lord (or his appointed officer) who settles disagreements and issues rulings. Some farmers have magic to help them with their chores, possibly provided by their lord or purchased from a dragonmarked house.
City life – Some townsfolk and city-dwellers engage in craft or trade of some kind, though for every professional there are three or more common laborers in the city. Merchants and shop owners, smiths, leatherworkers and artisans live and work in the cities, many using magic to ply their craft (magewrights working for themselves or hired out to others.) The dragonmarked houses maintain pavilions and emporiums in many good-sized towns and cities. Mage wrights are more abundant in towns and cities, and even the least well-to-do city has everbright lanterns to light at least the major thoroughfares and exchanges. In a city law and order tries to prevail. A city watch patrols the streets, a local garrison protects the trade roads and caravan routes passing nearby. Courts and councilors decide disputes and determine guilt or innocence.
Economy – The classes are poor, middle class and wealthy. 60% of people in the Five Nations are poor common farmers, unskilled laborers and tradesfolk who have no more than 40-50 silver pieces ion hand at any given time, most with considerably less. 30% are in the middle class, including skilled laborers, prosperous traders and shop owners, skilled artisans, most nobility, low-level adventurers and some members of the dragonmarked families; they typically have a few hundred hold pieces or more on hand. 10% are wealthy, with access to a few thousand gold pieces at any given time. These are the merchant lords, barons of commerce, the dragonmarked patriarchs and matriarchs, the most popular and successful artisans, mid-to-high level adventurers and the ruling royalty.
Education – formal schooling is considered a right and necessary part of every child’s training (at least throughout the five nations). Rural manors maintain schools for the sons and daughters of the peasants and laborers. Private tutors provide education for the children of royal and economic nobility. Schools for all are in towns and cities. Colleges, universities and religious institutions proved higher education. Apprenticeships and on-the-job training exists.
News – disseminated through the Korranberg Chronicle, the Breland Ledger, the Sharn Inquisitive, the Aundarian Scroll, etc.
History
First human settlers arrived on Khorvaire some 3,000 years ago. The goblinoid nations were already in ruin.
894 YK – King Jarot, last King of Galifar died. The Last War began plunging the entire continent of Khorvaire into civil war.
994 YK – Cyre is destroyed.
996 YK, 11th day of Aryth – The Last War ended with the signing if the Treaty of Thronehold.
Locations
Aerenal (sub-continent) – To the southeast of Khorvaire, home of the elf kingdom.
Argonnessen (continent) – Beyond Aerenal, the continent of the dragons. Off limits to the “lesser races.”
Breland (country) – The industrial capital of Khorvaire and home to Sharn. The gateway to X’endrik.
Cyre (country) – Destoyed during the war in 994 YK, by unknown means. Now known as the Mournlands
Five Nations (countries) – The original five countries that made up the Kingdom of Galifar. These were Aundair, Breland, Cyre, Karrnath and Thrane.
Frostfell (continent) – Frozen continent to the north.
Khorvaire (continent) – The main continent (from a humanoid point of view) of Eberron.
Mournlands (area) – See Cyre.
Sarlona (continent) – Khorvaire’s neighbor to the east and west.
Sharn (Metropolis) – City of Towers. Population 200,000. The largest settlement on the continent and one of the major ports along its southern coast. Many different cultures, including goblinoid, orcish and those of other intelligent monsters can be seen in Sharn. The towers of Sharn rise thousands of feet into the sky. A riot of architectural styles and esigns play through the city’s impressive skyline. Heavy, oppressive goblinoid architecture provides the base for much of the city. Atop this foundation can bee seen varying styles of human architecture. Sky coaches can be seen slowly moving from tower to tower. Almost every tower is also connected to others by multiple bridges between platforms and walkways at different levels. Lifts ride up and down and from side to side along magical strands of light. Magebred animals can be seen carrying peoples to and from in the city. The weather ranges from hut and muggy to hot and rainy, with only occasional periods of warm and dry.
Xen’drik (continent) – The mysterious continent to the south of Khorvaire.
Zilargo (country) – Known for its stores of knowledge, legend and lore and schools of learning, libraries and universities, Zilargo is also a significant trading power on the southern seas.
NPC’s
General PC Knowledge (automatic without a check – if a section is not listed you don’t know it)Players Handbook – all except as follows –
Feats - only for those feats your character possesses
Eberron Campaign Setting –
Introduction – all
Character Races – all
Character Classes – all
Heroic Characteristics – Action Points, Using Action Points sidebar, Skills, Feats (only for those feats your character possesses); Dragonmarks (only for the dragonmark your character possesses. If you do not have a dragonmark, you are aware that dragonmarks exist and of which house is associated with which guild); Religion (only for your religion)
Prestige Classes – only sections for your characters prestige class(es)
Magic - Magic in the World; Spells (only for those spells your character knows)
Adventuring Equipment – all
Life in the World – The World of Eberron, Life Across Khorvaire; The Korranberg Chronicle sidebar, Khorvaire, Surnames sidebar,
Prestige Classes (Core)
Acolyte of the Skin
Agent Savant
Animal Lord
Arcane Archer
Arcane Trickster
Archmage
Asassin
Battlesmith
Beastmaster
Blackflame Zealot
Blackguard
Blade Bravo
Bladesinger
Bloodhound
Bonded Summoner
Cannith Wand Adept
Cerebremancer
Church Inquisitor
Citadel Elite
Consecrated Harrier
Dark Hunter
Divine Crusader
Divine Oracle
Divine Prankster
Dragon Disciple
Dragonmark Heir
Dread Pirate
Drunken Master
Duellist
Dungeon Delver
Dwarven Defender
Effigy Master
Eldeen Ranger
Eldritch Knight
Elocator
Elemental Savant
Enlightened Fist
Entropomancer
Evangelist
Exemplar
Exorcist of the Silver Flame
Exotic Weapon Master
Extreme Explorer
Fatespinner
Fist of Zuoken
Frenxied Berserker
Geomancer
Geometer
Ghost-faced Killer
Halfling Outrider
Havoc Mage
Heir of Siberys
Hierophant
Holy Liberator
Horizon Walker
Initiate of the Sevenfold Veil
Invisible Blade
Iron Mind
Justiciar
Kensai
Knight Protector
Loremaster
Master Inquisitive
Master Thrower
Master Transmogrifist
Master of the Unseen Hand
Menacing Brute
Metamind
Mindbender
Mindspy
Mystic Theurge
Nightsong Enforcer
Nightsong Infiltrator
Occult Slayer
Outcast Champion
Psion Uncarnate
Rage Mage
Rainbow Servant
Reaping Mauler
Red Wizard
Runesmith
Sacred Fist
Scar Enforcer
Seeker of the Song
Shadowbane Inquisitor
Shadowbane Stalker
Shadowcraft Mage
Shadowdancer
Shadowmind
Sharn Skymage
Spellsword
Spymaster
Stonedeath Assassin
Stonelord
Stormlord
Street Fighter
Tactical Soldier
Tattooed Monk
Tempest
Thaumaturgist
Thief-Acrobat
Thrallherd
Ur-Priest
Urban Soul
Vigilante
Virtuoso
Void Disciple
War Chanter
War Hulk
War Mind
Warforged Juggernaut
Warpriest
Warshaper
Weretouched Master
Races (not allowed)
Dragons
Drow
Half-dragons
Sahaguin
Races (standard)
Changelings
Dwarves, Hill
Elves
Gnomes, Rock
Halflings, Lighfoot
Half-Elves
Half-Orcs
Humans
Kalashtar
Shifters
Warforged
Time
Days are 24 hours long, divided into day and night. Seven days make up a week, 4 weeks a month, and 12 months a year. The months correspond to the twelve moons of Eberron, and the prominent moon carries the name of the month in which its orbit brings it closest to the planet. The coomon calendar of Khorvaire is the Galifar Calendar, developed during the reign of Galifar the Dark, third ruler to sit upon the throne of Galifar. It counts from the founding of the kingdom to the present day. Years are termed YK (Year since the Kingdom was founded).
Days of the week – Sul, Mol, Zol, Wir, Zor, Far, Sar
Months of the Year – Zarantyr (mid-winter), Olarune (late winter), Therendor (early spring), Eyre (mid-spring), Dravago (late spring), Nymm (early summer), Lharvion (mid-summer), Barrakas (late summer), Rhaan (early autumn), Sypheros (mid-autumn), Aryth (late autumn), Vult (early winter)
Constellations – Aasterinian, Asyilabor, Bahamut, Chronepsis, Falazure, Garyx, Hlal, Io, Lendys, Tamara, Tiamat